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Path of Exile 2’s New Update Feels Like a Punishment—But Maybe That’s the Point?

Posted: May 22,2025

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Path of Exile 2's Identity Crisis: When "Meaningful Combat" Collides With ARPG DNA

From its first reveal, Path of Exile 2 has walked a tightrope between innovation and tradition. As someone who's poured thousands of hours into the original's frenetic loot cycle - that quintessential ARPG rhythm of blast, collect, repeat (but faster) - I was both excited and skeptical about GGG's vision for slower, more deliberate combat. The disastrous reception to the Dawn of the Hunt update proves this tension remains unresolved.

The vision is admirable - no one wants a mere PoE 1 reskin. The promise of technical, Souls-like combat that values positioning and mastery over mindless clearing is genuinely exciting. But patch 0.2's implementation has left players frustrated with a game that, in their words, "just isn't fun."

Why Dawn of the Hunt Missed the Mark

Early access last December showed promise. The campaign delivered exactly what was promised: tense, difficult combat requiring real mastery. Progress felt earned as I painstakingly learned mechanics, scrounged my stash for solutions, and celebrated hard-won victories. The comparison to Dark Souls felt apt - until endgame arrived.

As always, players optimized the fun out of the system. Broken builds emerged (Magnetic Salvo, I'm looking at you), and after some initial nerfs, GGG surprisingly let us keep our toys... until now.

Game director Jonathan Rogers was clear: "Making sure combat is engaging is ultimately our goal." Teleporting across maps while spamming 20k mana Sparks clearly didn't fit. But no one expected the nuclear approach: near-universal nerfs coupled with buffed, spongier monsters. The result? Mass player exodus and review bombs.

A Tale of Two Experiences

My 16-hour campaign run (double PoE1's pace) was surprisingly enjoyable thanks to a lucky build choice - Glacial Bolt/Artillery Ballista Amazon. Crossbows somehow escaped the nerf apocalypse mostly intact. But my early hours with Lightning Arrow revealed the update's ugly truth: Act 2 took four grueling hours of chipping away at health bars that felt borrowed from Destiny's worst strike missions. Had this been my entire experience, my desk would be matchsticks.

Glimmers of Hope

Dawn of Exile isn't all missteps. The Azmeri Wisp mechanic is inspired - these floating menaces buff enemies and drag you into dynamic, rewarding fights. The Spirit of the Ox encounter (Mufasa flashbacks notwithstanding) exemplifies the engaging combat GGG envisions.

Rogue Exiles finally feel worthy of their name, appearing like Dark Souls invaders with terrifyingly smart AI and actual unique gear. Endgame improvements shine too: streamlined towers with multi-tablet sockets, the clever corruption/cleanse system, and quests that naturally guide Atlas exploration rather than mandate grind.

The Fundamental Disconnect

Here's the rub: Dark Souls' deliberate combat works because each encounter is meaningful. When I face a new horror in Lordran, I can study patterns, experiment, and grow through repeated attempts. But ARPGs are built on slaughtering thousands of monsters for loot - a paradigm where methodical combat becomes friction.

My Amazon showcases the potential: trash mobs die quickly, while Azmeri-empowered rares and Rituals demand careful positioning and resource management. This is the sweet spot GGG needs to hit universally.

The Road Ahead

The foundation is there, but glaring issues remain:

  • Minions are borderline unusable (though recent hotfixes help)
  • Some ascendancies offer no meaningful early choices
  • Passive tree notables often feel like punishment rather than reward
  • Crafting currency remains absurdly scarce for campaign play

GGG faces a monumental task: preserving PoE's addictive loot core while delivering truly engaging combat. Dawn of the Hunt proves they haven't cracked it yet - but the potential makes this struggle worth watching.

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